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The Platforms
Each of these categories uses different platforms on a daily basis. But the types of games that they can play in each particular platform may differ. It's important to keep this in mind, as a really good game can be a financial failure if it was done for the wrong platform. Let's look at them in detail.
PC Downloads
The platform where independent gaming started is the platform of biggest revenue for casual games.
But casual games downloads are going through a crisis. There is a number of good studios cranking out a far higher number of good games than the audience can consume, creating a glut of good titles and reducing the shelf life of every title.
This crisis is accentuated by the fact that portals haven't turned out to an Amazon or Netflix model; instead, they pushing the same top 10 to every user, regardless of the user's tastes.
This has forced portals to look only for titles that appeal to the vast majority of people. Genres like time management, hidden object, lightweight adventure, puzzle, and simulation are well accepted by the audience, and if you can innovate in these genres then you have a good opportunity.
Just keep in mind that in order to make your money back you need to stay a good number of weeks in the top 10 of the major portals, and that means that you need to reach at least top five in most of them to have enough momentum.
Every other genre is likely to be rejected by the mainstream portals. And it's because it's a chicken and an egg situation: with their "one top 10 for everybody formula" they have only been able to convert their original audience to paying customers: 35+ females.
It's not that males aren't playing casual games; in fact, the Casual Games Association, in their last market report, showed that 48% of casual gamers are male -- but 76% of casual gamers who pay for a downloadable game are female. Well, d'oh.
Most males I know won't be willing to pay for a product that isn't designed for them in the first place. Imagine what Wal-Mart's revenues would be if the only thing they have is stuff for your mom.
There are always exceptions for everything. Studios like PopCap, Hipsoft, Last Day of Work and Introversion, among others, have found their audiences and keep cranking innovative and interesting games out there.
And a very interesting opportunity is Steam, the home of Portal, among other good games. There are no direct links for developers to submit their wares, but if you go into Valve's web site you'll find an email address. According to this discussion at IndieGamer, Valve is listening.
Russell Carroll, of GameTunnel, was interviewed by IndieGames.com and had more to say about the subject. Then Russell, myself and other people had a discussion of the problem at IndieGamer. And some other great sites to follow what's going on in the scene are Game Tunnel and TIGSource.
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You seem to imply that marketing cannot possibly be a source of innovative ideas. I'm an engineer, but I think this is an unhealthy attitude to have. A smart company will have a marketing department that recognizes the importance of innovation for sustaining their business, and they will actively make innovative games a part of the company's portfolio.
Sure, more often than not, marketing will want developers to make "Post-Apocalyptic Shooter 3: A New Gimmick." But if they're smart, they will also promote risky, innovative ideas. These days, with digital distribution, small innovative games can make economic sense.
I guess all I'm saying is, innovative ideas _can_ come from marketing :)
What hurts the most to me are our fellow artists in other art fields. You ask a photographer about art he likes and he or she will gladly give you examples from film, painting, architecture, literature as well as photography. I'm looking forward to the day photographers, film-makers, architects, writers and painters will start looking at games and think about them as an art-form. And I'm pretty sure they would prefer something like Rez over an interactive tutorial.
The point I was making though is told through your second paragraph: there is a lack of a vocabulary, a common vocabulary, with which people from a variety of circles can talk and discuss a game about. And even if there were, this vocabulary may still be very distinct between two or more groups as video games are a multimedia form of ... well, whatever you want to call 'em.
When you ask a player to describe their time and to discuss playing GTA, they will describe it very differently than a designer would; the former describing their experience while the designer would describe the game/game mechanics, use of physics, pacing of missions, etc. This would be distinct again from an artist who would probably describe it through the art (technical and artistic) - texture, building layout, ability to minimize pop-in, etc. Even the way a QA tester plays and views the game is distinctly different than a normal player of the game. The way the QA tester, the designer, and the artist abstract the game are very different. Everyone sees Rez through different colored glasses. This is, perhaps, somewhat a result of the immaturity of video games, the highly technical aspect of it, as well as pure social conventions, and the varied intents among other things. To boot, someone making a game to make a point (a game about Darfur) has different goals and intents and vocabulary than someone making Warcraft 3 - the former may not be all that concerned about actual gameplay while the latter will be very concerned - both will describe what they want differently.
With that in mind, my point was that the sort of vocabulary a psychologist wants to use with a game to deal with in terms of what they want out of it is different than the sort of vocabulary that a game theorist will want. I suppose, then, the ultimate point I'm suggesting is that there first needs to be an internal vocabulary with which we can talk with as other mediums and sciences have (contrast, saturation, pacing, long shot, etc and rules of how to form a good, say, action sequence from other forms) - vocabulary that is shared, common, and accepted no matter who is talking or listening. So when discussing story versus gameplay, however you feel, you can talk about it in concrete and meaningful terms. So that talking about player experience is as meaningful an abstraction to anyone of any game discipline as phat loot.
Once we have that, then we can attempt to merge that vocabulary as developers of games with the vocabulary of other fields. We can have someone talk about why and how a game works and everyone can nods in agreement even if they don't personally like the piece.
She couldn't recreate the experience the previous player had because Rez is a game that you can truly enjoy if you had previous experience playing a shooter.
When I first brought a Wii console to my house, and as most people, she was able to have a really good skill level in Wii Tennis in minutes. She truly enjoyed the game, but she wouldn't qualify it as an artistic experience as the game is based in a popular sport.
More people will be able to talk about games once they truly experience them. If they just watch, they are just simply espectators and they may use the conventions of the audiovisual field to describe what they see, without exploring the concepts of gameplay.
But confusing "innovative" with "independant" leads to false views. Actually:
- not every indie developper wants to make innovative game
- not every "dependant" developer is unable to make innovative game.
If you draw a table exploring the different cases (indy+innov, indy+not(innov), not(indy)+innov, etc..) it's probable that each cell will be filled with many games. A more accurate survey, with real numbers, would be interesting here ;-)
I think independance and innovation are quite different in theory. But only in theory, because lower development cost allows self funding. It would be interesting to study if it is "self funding" (allowing the creative freedom of single author) or "lower cost" (allowing more risk taking), which is the most favouring innovation.
Inversely, big funding can also favor innovation (eg: Nintendo), but it seems quite rare.
It's possible that innovation is actually related to some "skill or culture of innovation", that must be explicitly cultivated, refined and improved within the company.
Interesting studies for academics !! ;-)
I don't see where can I be quoted that innovation can only happen at independent outlets, although I agree it will be an interesting article to look at what makes an innovative environment.
You have to realize too that at some point we have to draw the line. If we consider that every game clone out there made by a 15 year old can be considered an "independent" game then we are putting the independent label to a load of crap.
Try going at Gametunnel and IGSource and JayisGames and count how many games featured there have not tried to be different or innovative in something. That's going to be a small table for sure.
But to your point, we probably need to make a semantic change in my definition, so we are inclusive of those who like to make games just different in themes or stories instead of game mechanics:
"An independent game is above all trying to innovate OR provide a new experience for the player. It is not just filling a publisher's portfolio need. It has not been invented at a marketing department. And it has not been designed by a committee."
Cheers,
Juan